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1  Defense of the Ancient / Web Dota / Re: Round 65 - Talks on: February 26, 2016, 06:31:49 PM
i dont know when did it comes to a norm/routine that the game need clan shuffle. it defeat the purpose of the lane %.

so either we keep the lane % and make it balanced that the game end without any shuffle.

OR, we remove the lane % and set the game to end in X days, and letting shuffles flying around.

OR, we rework the game achievement:
1. make each clan 5 members (fitting dota gameplay)
2. each day, there will be a fixed time for WAR, which is auto selected by the server, say 1500-2300 of each day (8 hours)
3. the server will pick 2 clans that with nearest rating to go into war
4. your normal farming and gameplay still goes as normal
5. in your clan page, there will be a WAR page
6. in that WAR page, it shows your health & mana at WAR, your enemies for you to attack, and your WAR turns
7. when you get into war (say server time 1500), you will be given 30 WAR turns, and you gain WAR turns according to your AGI as usual
8. in short, you have an EVENT sort of gameplay each DAY!
9. each character will be out of WAR (cannot attack in WAR anymore) after getting killed 25 times.
10. the clan that reach 50 kills first win, or by more kills at the end of the WAR (server time 2300).
11. winning clan get increased rating and some gold reward.

this, can remove the clan gold for good. FUN FUN FUN.
2  Defense of the Ancient / Web Dota / Re: Round 65 - Talks on: January 21, 2016, 12:29:37 PM
still waiting for clan system to be revamp or even removed...

1) clan does not have much strategy part. only to get a good clan leader who knows how to make the clan with more troops, and clan mates listen to him on changing jobs... thats the only strategy for clan GOLD.

2) if u dont have a good clan or u dont wan any clan, u will be destroyed. so much gold lost if you dont get the gold from jobs (as a hero, u still need a job...) and later the tons of gold from troops gold... (totally doesnt match with DotA).

so, in short, u get unfair advantage or disadvantage from a system that is... boring and doesnt match with dota theme.
I will say I am wrong if anyone in this round can get top 5 10 without a clan. deal? =)
3  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: October 06, 2015, 10:29:26 AM
i think ur idea isnt good.U told that new players wont play cuz of clan r u insane.I think ur idea is killing the game.U are proposing ur trouble not for the game.Dont care about new come.Need to care old ppl and need to seduce retire players to come back this game  Cool

i will leave immediately if this game isnt going to attract new comers. a game that stop growing is dying, pure fact.

and, i am not playing this fun round becoz of clan. ask Dpro. =)
i dont like joining a clan. i want a relaxing game, and solo suits me better.
but solo = losing TONS of gold = lose others alot = whats the POINT to play? =/
and... new players are mostly going to... SOLO for 1-2 rounds first.
and they will get PISSED when lose like crap becoz no experience on this game, further losing hell lots of gold.
i believe there arent much new player in this game. so i am prepared to leave this game again, anytime soon =)
4  Defense of the Ancient / Web Dota / Re: To LOD and WD players on: September 29, 2015, 08:11:52 PM
1. Be real. 20% block chance vs 35% block chance man. That's a 43% decrease of the trigger chance. The REAL issue is BKB get bugged this rd and trigger far too often that 20%.
2. I do agree the idea of Terror doesnt work on AGI is silly.
3. AM - 100/150/200% mana break + 30% resist is fine with me.
4. Sunder, spell damage, etc, need reworked, that I agree.
5. I would never agree with Buriza going more than 30%. Reason stated many times. And no thanks, making AGI crazy isnt what I call balance.
6. In the past the rounds are balanced << the statistic disagree, too many INT in top for rounds.

Many suggestions have been made to improve AGI, to be as strong as the other classes.
Also there are suggestions to balance up STR and INT. I hope LOD read through all of them though.
5  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 29, 2015, 07:42:47 PM
another thing i have suggested to LoD personally, i wonder u guys agree:
REMOVE CLAN TROOPS SYSTEM.
this thing is stopping new players IMO.
for many rounds, I wish to play as solo as i dont feel want to get tied to a CLAN.
but then, without a proper clan, i will lose a lot of GOLD COMPARED TO OTHERS who are in one.
end up, i skipped the rounds. whats the point to play if I dont want a clan, and i will be so far behind in gold =/

a CLAN should be fun, and supportive. and i think thats all it needs. GOLD from job and troops? i hope it get scrapped real soon.
so that we will together see a NEED for a better clan system that enhance "Fun" and "Teamwork" elements.
I think clan is way in which different players from all the region of world join together and intract with each other. I still remember when I joined wd only 2 player were playing WD from my country and I didn't know anyone else and now only due to clan system I know so many of wd player from different countries. ...so removing it is not a nice idea...better continue this ..it's also nice to manage clan creeping I think lots of people like this...

i DID NOT suggest to scrap "clan". i suggest to scrap the clan job and troops system.
6  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 25, 2015, 10:21:46 AM
another thing i have suggested to LoD personally, i wonder u guys agree:
REMOVE CLAN TROOPS SYSTEM.
this thing is stopping new players IMO.
for many rounds, I wish to play as solo as i dont feel want to get tied to a CLAN.
but then, without a proper clan, i will lose a lot of GOLD COMPARED TO OTHERS who are in one.
end up, i skipped the rounds. whats the point to play if I dont want a clan, and i will be so far behind in gold =/

a CLAN should be fun, and supportive. and i think thats all it needs. GOLD from job and troops? i hope it get scrapped real soon.
so that we will together see a NEED for a better clan system that enhance "Fun" and "Teamwork" elements.
7  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: September 25, 2015, 10:17:13 AM
please stop with the suggestion of giving agi heroes with natural evasion and crit. you guys seems dont know how it will turn out to be in early game.

instead of that, boosting armor gained per level up is much more a better idea. Reliable source of damage items aside from DR would be better too.

make agi heroes have the chance to maintain a decent armor % while having decent early game items to lessen the deaths.

also, work with the items like Buriza to be upgradable rather than buying 3 so that i will lessen the slot. Agi heroes cant manage it's own inventory. At late game, I cant even buy 2 HOD wihtout selling my BKB since my final items will be 3 buriza 2 BF 2 HOD and 1 MJ. I dunno how to include MKB on the coming round.


5% evasion... how bad can it be =/
as for armor, didnt i just suggested 2 armor per 1 agi for AGI heroes?
for damage items, didnt i suggested to boost attack items like a month ago? why u didnt back me up?

Buriza, one month later i wonder will you guys raise the same things i mentioned. i want to get rid of 3 Buriza issue. and i also dont want Buriza able to upgrade. 30% on an item is the cap i would say. i suggested some time ago, AGI should be strong on its own without Buriza. thats the way to go. i would hope one day, Buriza will be only to help you save on turns when it Crit.

and also, I suggested make HoD to 30%, and limit to ONE only. while on the other hand, nerf INT spell damage. it is balancing out on its own.

man, didnt i said this before: u guys dont see what i see =/ after so long then u guys repeat what i suggested. damn, is this game going to take another 8 years to balance things up?
8  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: September 24, 2015, 09:45:28 AM
What I think about giving AGI natural evasion:

- Good early game def
- Late game, not so much due to Mkb. They will be back to 75% armor
- Early game, AGI  can focus more on building up damage

About Fizzle:

- no Fizzle rate means imba INT damage output
- if Fizzle is removed, then magic damage reduction items need to be buffed to balance it out
- maybe fizzle rate be only for Reaper's Scythe and Sunder

yep, a base 5% evasion and base 10% crit to help AGI in early game. thats what i have been suggesting for almost one mth.

when removing frizzle, the mana cost will be increased slightly and spell damage reduced to a level only slightly better than AGI/STR damage on the same level.
i have actually made the new formula for LoD, waiting for him to approve it.
9  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: September 23, 2015, 10:44:10 AM
i never mention INT doesnt give more spell damage =/
but I do hope frizzle get removed
10  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 22, 2015, 10:56:12 AM
banning wont really solve the issue. next rd new emails will be created for same purpose.
the fundamental issue is the system itself does encourage multiplaying =/
11  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 21, 2015, 05:42:53 PM
Rework Aghanim's Scepter:

New Requirements:
Soul Booster + Ultimate Orb + Sange/Yasha/Eul's Scepter

New Bonus Stats
+ 20% base hit pool and base mana pool
+ 10 to STRENGTH, AGILITY & INTELLIGENCE
+ 30 to main stat(bonus from Sange/Yasha/Eul's )
Increase power of hero uniqueness


AGILITY
Stealth Assassin  - 4 bonus attack per 3 AGILITY pt
Ursa Warrior - 12% bonus damage for each consecutive attack up to 60% max
Anti-Mage - Mana burn based on 60/120/180% of attack damage & 45% spell resistance
Shadow Fiend - 45/65/85% armor reduction against enemy
Bloodseeker - 30% extra attack damage to target with less than 30% of hp pool and restore 80% of hp based on enemy's hp pool when killed
Gorgon - 60% more armor effectiveness & regenerate 1 mana for every 3 attacking damage points

~ to be continued

New Item Upgrades

Prismatic Scepter
components: Prismatic Pendant & Eul's Scepter
gives: +55 Intelligence +10 Strength +10 Agility +2,000 mana regeneration +10% spell success rate

Helion Hammer
components: Sunprism Pendant & Sange
gives: +55 Strength +10 Agility +10 Intelligence  +100 attack +8% health regen

Aquatos Blade
components: Pendant of Aquatic & Yasha
gives: +55 Agility  +10 Strength  +10 Intelligence  +50 armor +10% armor effectiveness

~ not yet final. need tweaking to balance it out

base on uniqueness is too complex.
while new items, why u hate STR so much =/ health regen seriously =/
12  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 21, 2015, 05:41:06 PM
i still believe Silencer can work better if get the spell efficiency on INT heroes.
If not mistaken, frizzle rate (erm which I hope can one day get rid of) is base on self and enemy INT?
Every own 30 int give reduce fizzle rate

that should be changed =/ i really don like the idea of STR non stop pumping STR while INT non stop pumping INT =/
13  Defense of the Ancient / Web Dota / Re: Next Round Possible Changes on: September 20, 2015, 02:41:42 PM
i still believe Silencer can work better if get the spell efficiency on INT heroes.
If not mistaken, frizzle rate (erm which I hope can one day get rid of) is base on self and enemy INT?
14  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: September 20, 2015, 02:36:07 PM
hmmm... how about...

1 STR = 70 HP for all
1 STR = 7 HP regen (double for STR heroes)
1 STR = 1 attack for STR heroes

40 AGI = 1 turn/cycle (30 AGI for AGI heroes)
1 AGI = 1 armor (double for AGI heroes)
1 AGI = 1 attack for AGI heroes

1 INT = 70 MP for all
1 INT = 7 MP regen (double for INT heroes)
1 INT = 1 attack for INT heroes
15  Defense of the Ancient / Web Dota / Re: [Sticky] Game Suggestion on: September 19, 2015, 10:30:24 AM
@reply

Clarification

Current Crystalys = 10% proc 2x damage = 20% increase in damage. = 2x damage
*base hit 100 damage, critical = 200 damage
my Crystalys = 30% proc 1.5x damage = 15% increase in damage. = 1.5x damage
*base hit 100 damage, critical = 150 damage

I believe 30% might be too high early game,
So i suggest either my crystalys of 10%, and higher base damage (higher base help with killing creeps and a more stable damage)
or 20% crital 1.5x damage

Agi evasion = 30 agi +1% evasion
150 agi = 5% evasion which is also the requirement for 6t/c

Crystalys, my latest calculation is correct.
10% chance proc 2.0x dmg means,
10% chance you deal 100% increased damage.
100% damage increase, but happen only in 10% chance
Means 10% increased damaged in a long run, by math if coding works properly.
And therefore I suggest a little on it, making it trigger 25% chance but only 1.5x damage.
50% bonus damage if happen 25% chance
Means 12.5% increased damage overall.

As for Evasion, why make it so complicated...?
If not mistaken, AGI need help since the beginning of round.
Why make it wait till 150agi and give it a small 5% evasion?
Why not just give AGI 5% base evasion, available at level 1?
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